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Hello there,


I searched the net for a class to easily tween a PIXI.Sprite but didnt find - So I wrote something for this case.














// Create a Tween to make your Sprite move to position.x = 100 within 60 frames, starting instantlyvar tween = new Tween(sprite, "position.x", 100, 60, true);// Optional add bouncing, easing..tween.easing = Tween.outElastic;// Optional add a callbacktween.setOnComplete(alert, "done");


You also can also create a queue for multiple Tweens:

// Difference in creating Tweens: last parameter must be set to false.var tween1 = new Tween(sprite, "position.x", 100, 60, false);var tween2 = new Tween(sprite, "position.x", 0, 60, false);// Just pass an Array with your tweens.new ChainedTween([tween1, tween2]);


If you find this useful to use in a PIXI.js-project, feedback would be awesome!

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How did you get Greensock to work with pixi? I've used it with Kinetic JS without any problems, but I can't get it to work with Pixi. I've set a very simple timeline, but it doesn't update.

var t1 = new TimelineMax({onUpdate:stageUpdate, onUpdateScope:stage});t1.to(bunny, 2, {x:400}); //if I use position.x instead, then nothing renders on screen 

I also tried to add a method to the prototype to use that in t1.to, but still nothing.

PIXI.Sprite.prototype.setX = function (vNewX) {  this.position.x = vNewX;}...t1.to(bunny, 2, {setX:400});

Any ideas? Here's the code, based on the initial bunny example

<!DOCTYPE HTML><html><head>	<script src="pixi.js"></script>	<script src="http://cdnjs.cloudflare.com/ajax/libs/gsap/latest/TweenMax.min.js"></script></head><body>   <script>	var stage = new PIXI.Stage(0xFFFFFF, true);	var renderer = PIXI.autoDetectRenderer(1200, 500);	renderer.view.style.display = "block";	document.body.appendChild(renderer.view);		requestAnimFrame( animate );		var texture = PIXI.Texture.fromImage("bunny.jpg");	var bunny = new PIXI.Sprite(texture);	bunny.position.x = 20;	bunny.position.y = 15;		stage.addChild(bunny);		//Setting up a greensock timeline        var t1 = new TimelineMax({onUpdate:animate, onUpdateScope:stage});	t1.to(bunny, 2, {x:400});	function animate() {		    requestAnimFrame( animate );	    renderer.render(stage);	}	</script>	</body></html> 
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this wont work:

t1.to(bunny, 2, {x:400});


as x is not a property of bunny. You need to tween the position:


t1.to(bunny.position, 2, {x:400});


hope that helps!


Great! I was having the same issues. 


After some test though...Now I need to use TweenMax property 'scaleX'. I tried this without luck:

TweenMax.to(clicked_tile.scale.x, 0.5, {scaleX:2});TweenMax.to(clicked_tile.scale, 0.5, {scaleX:2, scaleY:2, ease:"Linear.easeOut"});

Any suggestions? Thanks in advice, Pixi is absolutely amazing!  ;)



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So, a tween usually is triggered, it runs for it's duration and stops. but how do you tie a tween to the moving y position of a pixi.point tied to the mousescroll for instance?  Not that it's triggered and executes till it's complete, but that the tween moves with the y of the mousescroll. Let say I have something like: 

TweenLite.to(element, 2, {scale:1.5, x:10, y:0, alpha:0});

I could say if y == 400 run tween but it would just execute and be finished. But I want this tween to run from pixi.point.y 400 to 450, so not use a time element (currently 2sec), but two pixipoint y positions instead. So then if I moved the pixipoint with my mousescroll to 410, 20% of the the tween would run in sync with my mouse scroll, if I moved the mouse back to 400, the tween would reverse back to the beginning, if I moved it to 403, a tiny amount of the tween would happen, etc, etc so the tween events always stay in sync with the mouse scroll Y (pixi,point). Does this make sense? How would I do this?  Can I do this with greensock, impact or tween.js ?

basically the tween would be constantly updating every 24sec or more, with input from the pixi.point's (mousescroll) Y position and moving in sync with it. 

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